Re: GL context sharing problems...

This worked in 10.3.0. There is another issue I forgot about in my
testing this weekend. You must limit the pixelformat to be looking at
a target device (like you really want to use it for full screen). So
try supplying a device list (with a single device) when creating your
pixelformat.

Geoff Stahl
3D Software Engineer
Apple

On Feb 27, 2005, at 9:35 AM, Shawn Erickson wrote:

On Feb 27, 2005, at 9:08 AM, Geoff Stahl wrote:

It is indeed broken (or at least not functioning in a way I
expect)...

<rdar://problem/4026826> AGL_FULLSCREEN can't be used with windowed
drawables (Panther and Tiger)

When did it show up (some update)? Any known work around (likely
would have said so if their was one)?

I can turn off the windowed mode support easily until this issues is
fixed and it will be a new feature for our customers so it isn't a
loss in functionality for them... but I was hoping to get it in the
next major release which is weeks away for us.

-Shawn

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